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Weapon Fusion

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WEAPON FUSION
Prepare two weapons, bind them into a paired set, and strike with the strengths of both.



Two Weapons, One Fighting Style

The Weapon Fusion System allows a character to link two normal weapons together and use them as a paired weapon set.

Fusion does not create a replacement weapon, merge the items permanently, or destroy either weapon. Both weapons continue to exist as individual items with their own properties, durability, effects, and progression.

One weapon becomes the Primary Weapon and performs the character's normal attack. The second becomes the Fused Weapon and attempts an additional strike shortly afterward.

Weapon Fusion does not turn two weapons into one oversized collection of passive bonuses.

Each weapon contributes through its own attack. The primary weapon performs the normal strike, while the fused weapon uses its own combat properties during the additional strike.



GETTING STARTED
Before two weapons can be fused, each weapon must first be prepared.
Weapon Fusion Hammer
Weapon Fusion Hammers are sold by blacksmith vendors for 2,500 gold. Each hammer has 50 uses and must remain in your backpack while being used.
Skill Requirements
Using the hammer requires at least 50.0 raw Blacksmithing and 50.0 raw Carpentry. Modified skill bonuses do not replace these raw skill requirements.
Fusion Ready
Double-click the hammer and target an eligible weapon in your backpack. The weapon gains the Fusion Capable or Fusion Ready property.

Preparing a weapon does not consume, weaken, reroll, replace, or otherwise change its existing combat properties. The hammer only marks the weapon as eligible to participate in a fusion.



HOW TO FUSE WEAPONS
One weapon must be equipped and the other must be carried in your backpack.
1
Prepare two eligible weapons with a Weapon Fusion Hammer.
2
Equip one of the Fusion Ready weapons.
3
Keep the second Fusion Ready weapon in your backpack.
4
Double-click the weapon in your backpack.
5
Target the Fusion Ready weapon that you currently have equipped.

If the fusion succeeds, both weapons will appear together on your equipped hand.

You may also double-click a Fusion Ready weapon in your backpack and target yourself to equip it normally.



HOW FUSED COMBAT WORKS
Each weapon keeps its own purpose during the attack cycle.
Primary Weapon
The primary weapon performs your normal attack. Its weapon abilities remain selected, and it is the weapon shown as your main equipped weapon on the paperdoll and status displays.
Fused Weapon
The fused weapon attempts an additional strike shortly after the primary attack. This strike has its own hit check and uses the fused weapon's own combat properties.
The fused strike can use its own:

• base damage
• damage type distribution
• Slayer properties
• poison
• hit effects
• area effects
• imbued properties
• runes
• weapon evolution or progression hooks
• durability loss

Because the fused strike is treated separately, it may miss even when the primary attack hits, or hit when the primary attack misses.



STATS AND WEAPON ABILITIES
The Weapon Fusion window provides the clearest view of the complete paired attack cycle.
Displayed Statistics
Your paperdoll and normal status displays continue to show the current primary weapon. The fused weapon contributes through its additional attack rather than adding every passive property directly to the primary weapon.
Weapon Abilities
Selected weapon abilities remain tied to the primary attack. Use Switch Primary in the Weapon Fusion window when you want the other weapon's abilities and normal attack to become primary.



ONE-HANDED, TWO-HANDED, AND SHIELDS
The natural handedness of both weapons determines whether your off hand remains available.

Both one-handed and two-handed weapons may participate in Weapon Fusion.

If both weapons are naturally one-handed, you may continue using an off-hand item such as a shield.

If either weapon is naturally two-handed, your off hand must remain empty while the fusion is active.



FUSION REQUIREMENTS
The server verifies both weapons and the character before creating the pair.

• Both weapons must be Fusion Ready.
• One weapon must be equipped.
• The second weapon must be inside your backpack.
• Your character must be alive.
• You must meet the stat requirements of the second weapon.
• You must meet any racial requirement placed upon the second weapon.
• You must otherwise be permitted to wield the second weapon.
• Sardar weapons must be named and bound before fusion.
• A character may only maintain one active Weapon Fusion at a time.

While Weapon Fusion is active, you cannot equip another weapon outside of the active fused pair.



MANAGING YOUR FUSION
View, inspect, switch, or separate the paired weapons from a single interface.
Commands
Use either command to open the Weapon Fusion window:

[Fusion
[WeaponFusion
Context Menus
Open the window through your character context menu under Equipment, or select Check Fusion from the context menu of a participating weapon.
Fusion Window
View both weapons, inspect combined attack-cycle information, switch which weapon is primary, or safely separate the pair.



SEPARATING FUSED WEAPONS
Fusion is not permanent and may be ended whenever the weapons need to be used separately.

You can separate an active Weapon Fusion by:

• opening the Weapon Fusion window and selecting Separate Weapons
• double-clicking either weapon in the active fused pair
• dragging one of the fused weapons away from your paperdoll

When the weapons are separated, the secondary weapon is returned to your backpack whenever possible. If your backpack cannot accept it, the weapon is placed safely at your feet.



SERVER SAVES AND SAFETY
Active fusion links are preserved while safeguards protect characters from incomplete equipment states.

Weapon Fusion links are preserved through normal server saves, restarts, and reboots.

When a character logs in, the server validates the active fusion pair. If one of the weapons is missing, invalid, or no longer forms a complete pair, the fusion is safely separated rather than leaving the character trapped in a broken equipment state.



Prepare the weapons. Choose the primary. Let the second strike follow.
Weapon Fusion allows two individual weapons to fight together without sacrificing the identity or progression of either one.
A weapon may be powerful alone, but the right pairing can create an entirely new fighting style.